I work full time as an audio programmer at A Shell In The Pit Audio where I develop our audio tool cahin. This is being accomplished in pure C# while I'm learning the C++ programming language for wider engine support and lower level control over audio rendering.


Unity 3D audio tool (early 2017 - present)

Moona is the spiritual successor of TAT (see below) and is an evolution of the same concepts. The difference being that I have learned a lot about software architecture since I starte programming and I am incorporating what I learn everyday into make the tool as stable and easy to use as possible. As proprietary audio tool for A Shell In The Pit Audio it is driving the sound experiences for our clients – on mobile, consoles and Virtual Reality.

Moona – like TAT before it – wraps the Unity 3D AudioSource class. Resources are pooled and a intricate voice management system ensure that the most important sounds are heard at any given moment.

For Audio Artists

The tools I develop get used in a wide variety of projects across many versions of Unity. I supply in edito audiotioning and all the creative freedom over audio behaviour our sound designer require to create compelling game audio.

Moona Inspector

Audiotioning a container blend behaviour without entering PlayMode more screenshots

For Programmers

Moonas API is designed to be simple – yet powerful. MObject are audio behaviours autored by the sound designer. It might be a single looping sound or a complex hierarchy of nested structures. All the programmer has to do is to invoke the Play() method and Moona will handle the rest. To control audio behaviour past the initial trigger Moona hands out MHandles which allow re-positioning or reparenting, stopping as well as instance based parameter control (along side the global parameter system).

Projects using Moona

Tammik Audio Toolkit

Unity 3D audio tool (late 2016 - early 2017)

Sound Editor

The "Tammik Audio Toolkit" (TAT) marked my first steps in audio programming.

TAT is based upon the Unity 3D audio engine – extending it's functionality immensely supporting a wide variety of audio behaviour: seamless looping, cross-fading, sample & pitch randomisation, layering/blending, sequencing, 3D spacialication for VR, real time parameter control, voice- & instance-management, and many more. A lot of features are tightly integrated with fundamental Unity systems. The tool takes full control of Unity's mixer and effects.

Through the later stages of development certain architecture design issues came up which motivated the design of ba brand new tool – Moona was born. The development of TAT has since been stoppend in favor of a more well thoughout API and structure with stability and extensibility in mind.

The first shipped title using TAT was Splitter Critters (iOS, Android, AR & desktop) winning an Apple Design award